Auflistung nach Schlagwort "Social Interaction"
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- Workshopbeitrag3rdWorkshop on User-Embodied Interaction in Virtual Reality (UIVR)(Mensch und Computer 2021 - Workshopband, 2021) Roth, Daniel; Podkosova, Iana; Nilsson, Niels Christian; Kulik, Alexander; Bruder, GerdThe representation of users to others and themselves is especially important for Virtual/Mixed/Augmented Reality (VR/MR/AR) applications. The development of technological solutions and the understanding of underlying cognitive effects challenges humancomputer interaction (HCI) and related disciplines. A number of interesting research questions, such as realism of appearance and behavior as well as their effects on perception and user behavior arise, that are yet to be explored. To support a discussion and the generation of a common agenda, we will organize the 3rd half-day workshop on User-Embodied Interaction in VR (UIVR) gathering researchers and practitioners emphasizing the discussion of different positions on applications and findings to collect guidelines for future developments.
- KonferenzbeitragAdopting Just Another Digital Assistant or Establishing Social Interactions with a New Friend?(Mensch und Computer 2022 - Tagungsband, 2022) Carolus, Astrid; Wienrich, CarolinSocial interactions have been exclusive to human-human interactions, until recently. However, modern technologies with adaptive and intelligent features such as smart speakers imitate human social characteristics and appear to be allegedly social interaction partners. Research going beyond the analysis of mere usage and conceptualizing devices as interaction partners is rare, also because studying the establishment of social interactions would require analyses over time. The present paper addresses this research desideratum and introduces a concept of a longitudinal study which involves the collection of different data types from different sources (online questionnaire, providers’ log files, interview) and interdisciplinary data analytical methods (social science, data science). Its cross-sectional and longitudinal research questions ask for the adoption and the usage of the usage of smart speakers, for the establishment of social interactions with the device. In sum, this study contributes to the research area by presenting a conceptual research model, which provides a framework for the systematic long-term analysis of both the adoption of technology over time as well as the establishment of potential social interactions.
- ZeitschriftenartikelFostering Social Interaction in AAL: Methodological reflections on the coupling of real household Living Lab and SmartHome approaches(i-com: Vol. 11, No. 3, 2012) Budweg, Steffen; Lewkowicz,; Müller, Claudia; Schering, SandraFor user-centred design of ICT solutions in the AAL field, an approach combining real household living lab and SmartHome lab seems promising. Based on our experiences within the AAL project FoSIBLE, we propose a mixed-method approach to develop and evaluate a Social TV system from both a bird′s eye and worm′s-eye perspective in regards to user acceptance and rejection. We provide insights into the methodological strategies and analyse the strengths and weaknesses of our proposition to demonstrate how the different methodological approaches can augment each other in the different phases of AAL projects.
- KonferenzbeitragMo. Gemeinsam Musik erleben(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Lenz, Eva; Laschke, Matthias; Hassenzahl, Marc; Lienhard, SébastienMusik hat eine ausgeprägte soziale Funktion. Besonders das gemeinsame Musikhören spielt dabei eine herausgehobene Rolle. Interessanterweise nimmt aber gängige Technik zum Abspielen von Musik die speziellen Anforderungen eines gemeinsamen Musikerlebnisses kaum auf. Die vorliegende Konzeptstudie präsentiert Mo, einen mp3-Player, dessen Funktionalität, Präsentation und Interaktion aus Überlegungen zu sozialen und emotionalen Aspekten des gemeinsamen Musikhörens abgeleitet wurden. Mo ist ein Beispiel für Experience Design, bei dem das intendierte, bedeutungsvolle Erlebnis der eigentliche Gegenstand der Gestaltung wird und das Produkt in all seinen Details der Materialisierung dieses Erlebnisses dient.